/*
 * Copyright (c) 2008-2009 Ravenhearte Design
 * All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are
 * met:
 *
 * * Redistributions of source code must retain the above copyright
 *   notice, this list of conditions and the following disclaimer.
 *
 * * Redistributions in binary form must reproduce the above copyright
 *   notice, this list of conditions and the following disclaimer in the
 *   documentation and/or other materials provided with the distribution.
 *
 * * Neither the name of 'Ravenhearte Design' nor the names of its contributors 
 *   may be used to endorse or promote products derived from this software 
 *   without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
 * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
 * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
 * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
 * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */

package org.ravenhearte.hardboild.gamestates;

import java.net.URISyntaxException;
import java.util.ArrayList;
import java.util.ListIterator;

import org.ravenhearte.hardboild.gamelogic.*;
import org.ravenhearte.hardboild.gamelogic.items.*;
import org.ravenhearte.hardboild.gamelogic.loadouts.Loadouts;

import com.jme.input.KeyInput;
import com.jme.input.KeyInputListener;
import com.jme.input.MouseInput;
import com.jme.input.MouseInputListener;
import com.jme.util.resource.SimpleResourceLocator;
import com.jme.util.resource.ResourceLocatorTool;
import com.jmex.game.state.GameState;
import com.jmex.game.state.GameStateNode;

/**
 * <code>Manager</code> is the director of the game. It manages all the other game states,
 * and also decides who gets key and mouse events. 
 * 
 * @author Jesse Whitworth
 * @version $Revision$
 */
public class Manager extends GameStateNode<GameState>
	implements KeyInputListener, MouseInputListener {
	public static Party theParty;
	
	public Manager() {
		super("Manager Game State");
        
		SimpleResourceLocator locator;
		try {
			locator = new SimpleResourceLocator(Manager.class
			        .getClassLoader()
			        .getResource("assets/art/textures/"));
			ResourceLocatorTool.addResourceLocator(
					ResourceLocatorTool.TYPE_TEXTURE, locator);
			locator = new SimpleResourceLocator(Manager.class
			        .getClassLoader()
			        .getResource("assets/art/models/"));
			ResourceLocatorTool.addResourceLocator(
					ResourceLocatorTool.TYPE_MODEL, locator);
		} catch (URISyntaxException e) {
		}
        
		MouseInput.get().addListener(this);
		KeyInput.get().addListener(this);
		
		init();
	}
	
	private void init() {
		MainMenu menu = new MainMenu();
		attachChild(menu);
		menu.setActive(true);
	}
	
	private void newCampaign() {
		theParty = new Party();
		GameCharacter temp = new GameCharacter("Egward");
		Loadouts.Egward(temp);
		theParty.add(temp);
		temp = new GameCharacter("Yolkina");
		Loadouts.Standard(temp);
		theParty.add(temp);
		Tutorial tutorial = new Tutorial();
		attachChild(tutorial);
		tutorial.setActive(true);
	}
	
	public void stateChange(String state) {
		detachAllChildren();
		if(state.compareTo("New Campaign") == 0) {
			newCampaign();
		}
	}

	@Override
	public void onKey(char character, int keyCode, boolean pressed) {
		boolean handled = false;
		ArrayList<GameState> children = getChildren();
		ListIterator<GameState> it = children.listIterator();
		while(handled == false && it.hasNext()) {
			handled = ((InputState)it.next()).onKey(keyCode, pressed);
		}
	}

	@Override
	public void onButton(int button, boolean pressed, int x, int y) {
		boolean handled = false;
		ArrayList<GameState> children = getChildren();
		ListIterator<GameState> it = children.listIterator();
		while(handled == false && it.hasNext()) {
			if(pressed) {
				handled = ((InputState)it.next()).onMouseClick(button, x, y);
			}
			else {
				handled = ((InputState)it.next()).onMouseRelease(button, x, y);
			}
		}
	}

	@Override
	public void onMove(int delta, int delta2, int newX, int newY) {
		boolean handled = false;
		ArrayList<GameState> children = getChildren();
		ListIterator<GameState> it = children.listIterator();
		while(handled == false && it.hasNext()) {
			handled = ((InputState)it.next()).onMouseMove(delta, delta2, newX, newY);
		}
	}

	@Override
	public void onWheel(int wheelDelta, int x, int y) {
		boolean handled = false;
		ArrayList<GameState> children = getChildren();
		ListIterator<GameState> it = children.listIterator();
		while(handled == false && it.hasNext()) {
			handled = ((InputState)it.next()).onWheel(wheelDelta, x, y);
		}
	}
}